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Mid-Session Game

EA CEO John Riccitiello said in a recent conference call that the upcoming BioWare MMO is a mid-session game, which are microtransaction based.  This caused quite a wave throughout the MMO news sphere, but EA came back to claim that their CEO is full of misunderstandings. 

I tried to do a Google search on “mid-session game,” and it truly seems to be a lexicographic frankenstein creation of EA used to tell their stockholders things.  Honestly, I find the term not catchy and kind of not descriptive of what they are trying to sell. From my understanding, a mid-session game is a microtransaction game that may also have a nominal buy-the-game fee or small subscription fee.

Mid-session evokes none of that.  I realize that EA might be trying to get away from the stigma attached to the filthy “microtransaction” word, but they can do better.  Mid-session seems to imply some sort of break in a gamer’s playing time.  “It’s mid-session.  Deposit 25 cents to continue playing.”  Even if Riccitiello is in the dark on his own company’s business models, I am excited with the possibility that another game might break away from the $15 flatline.  I honestly was not really interested in Star Wars: The Old Republic, but now I am.  The only thing I know about the game is Cloud-sword sized lightsabers, but I would pick it up on only that knowledge (and BioWare’s reputation) if it followed some rough equivalency of the Guild Wars business model.

Now “medium session game” makes sense, but that is just following the crowd.  Lord of the Rings Online and World of Warcraft are both becoming “medium session games” where gamers can knock off a few solo quests or do a complete dungeon run in an hour or so.  Warhammer Online let’s players jump in and out (as long as there is ongoing PvP action) in an even shorter time.  So, the amount of play required is not really determinative of whether the game is a subscription-based game or not.  Therefore, EA, with all your money, and lawyers, and English major marketing execs… create a new term.

I hope that whatever alternative business model they do, though, it is right for our (read: my) Western MMO payment schedule culture, and they are not stupid or greedy in adding microtransactions to a game.

–Ravious
And best of all kids, I am liquid.

A PvP MMO Subscription

I really like Warhammer Online.  Sure, it has its problems, but Mythic seems truly dedicated to the game (unlike some other newer MMOs).  It has some level of PvE, but I have Lord of the Rings Online for PvE.  Public Quests, I hope, will shape the future of MMO PvE content, but Mythic has laid down the charge that its focus is RvR.  So, I really only use the game for MMO PvP.  And, that’s the problem.  I am subscribing to a PvP MMO. Continue reading A PvP MMO Subscription

The Eregion Chapters

I am really digging the Mines of Moria expansion for Lord of the Rings Online, and I have barely scratched the surface.  I started as a level 48 Captain, which got me a little worried.  Turbine seemed to sense the need for more intermediate content and created Eregion (level 48-53).  This got Ravric, Foe of Night up to level 51 with a crit-monster legendary halberd, Meticulous Owl.  The quest design in the first Mines of Moria region is absolutely fantastic, and it truly shows how masterful Turbine can be. Continue reading The Eregion Chapters

Interview with ArenaNet’s Linsey Murdock

Linsey Murdock is the game designer for the Guild Wars® Live Team. She works exclusively on Guild Wars Live issues, bugs, added content, and general maintenance. The latest big addition to Guild Wars was an update to rebalance how players acquire some of the titles in game, and Linsey graciously took time out of her busy schedule to answer a few questions about this major update.

What change in this update are you most proud of?

It’s hard to pick one thing from such a large build, but I suppose it would have to be the Storybooks. Condensing the entire storyline of the game into single-paragraph segments was pretty tough, but I think we pulled it off. Plus, I think bringing the book system into the other three games will really help revitalize those areas and reward players for repeating that content, much in the same way that the introduction of Hard Mode did.

Were any of the changes hard to implement or suggest because of the fact that prior design choices were going to be overwritten?

Not really. We are all interested in the game being as good as it can be, and so we recognize that as the game grows, previous design decisions may no longer be practical and/or could stand to be updated.

What change are you most curious as to how players will respond or change their play-styles in lieu of that change?

I am hoping that the reward updates to Challenge Missions and Jade Quarry/Fort Aspenwood will be enough to bring players back into those areas.

Were any of the changes made with Guild Wars 2 “achievement systems” in mind?

No, my work on Guild Wars® is completely independent of Guild Wars 2.

Was there a change that required major out-of-the-box thinking where ideas were pulled from really weird places?

We mostly just looked at each title we wanted to address and assessed the areas in which it could be improved. We didn’t borrow from other MMOs…I also don’t feel the changes we made were necessarily “out of the box.” They seemed much more like common sense to me.

With much of ArenaNet working on the upcoming Guild Wars 2, how much interest do those employees take in the Guild Wars Live Team, especially with this update?

Though they’re focused on GW2, there are still tons of people at ArenaNet who are extremely passionate about Guild Wars. We even have folks who stay late to put in overtime on Guild Wars after a full shift at their “day job” working on GW2.

Can you give us a short walkthrough of the design process you took for changing one of the titles?

We started with the Luxon/Kurzick title tracks, as we felt those were in the most dire need of adjustment. I took a look at the ways in which players currently gain faction, particularly the FFF (fast faction farming), and calculated a per-hour faction gain number to use as a base. I outlined my first impressions of how we should adjust the existing ways of gaining faction to bring them in line with the FFF, as well as how we should fix the issue of botting. I then ran my outline past a few people for feedback.

That initial assessment got the ball rolling, so from there I started doing detailed research on all the ways that players currently gain faction, as well as all the ways we felt they should be gaining faction. I went back and played through many areas of the game that we felt needed better rewards, in order to get a fresh picture in my head of how they played. I put together a number of spreadsheets to crunch the numbers and find the right balance.

I ran my ideas past a few different people to see if we were on the mark, and then tweaked the numbers according to their feedback. I built a design document with all the changes we wanted to make, and then sent it out to even more people for feedback—I particularly wanted to hear from Joe Kimmes, who would actually be programming the changes. Then I sent the design document to James Phinney for final approval. Once he signed off on the changes, I sent it to the rest of the designers to make absolutely sure that there weren’t any remaining issues.

Next I handed the document off to Joe for implementation while I went to work writing text for all of the Storybooks and designing a reward structure for them. Joe began implementation, and I continued to review the changes being made to make sure there weren’t any holes. We also added a few things here and there, and when implementation was complete we moved into the testing phase to make sure it all worked as intended. We kept on making tweaks and bug fixes as we got closer to build day.

Once everything was integrated over to our staging servers, another round of testing and bug-fixing began. After QA signed off on that, we were free to push it all up to the Live servers and run the build. And that’s pretty much it.

Because of Different Departments

Long have I believed that Warhammer Online’s Public Quests were a “duh” moment of pure genius… especially on paper. If the hyper-efficient population scattering mechanics were not at work, Warhammer Online could have been the premiere casual PvE game. The premise is simple: get people to play in an area (Chapters) and as they keep running in to each other have a shared goal where it is beneficial (and exciting) for all to play. No quest sharing. No party forming. Just play. This nearly works even soloing as long as you draw in that critical mass.  So how did Mythic’s developer groups diverge? Continue reading Because of Different Departments

Pay Someone Else to Play

Despite EVE’s horrendous learning curve, or lack thereof, I still think it is one of the MMO genre’s best success stories.  I am not alone in that time for my hobby is limited, and even playing two games can be a juggling feat.  Some games I wish had a business model that I feel is worthy of me being a customer, and some games I just like reading about.  EVE Online is the only game that I would like to pay someone else to play for me.

It would be simple, really.  I would pay for the subscription and some sort of stipend, and like some Dick Cheney, I would sit in the shadows and “guide” my employee on how to play the avatar.  In return they would give me a complete actual play multimedia gaming feed.

This month, I would say during our Sunday night meeting, I want you to be a drug smuggler.  For the first half of the month, I want you to get your ducks in a row.  You know, build up a clientele and find your smuggling routes.  The second half, I want you to live a little more dangerously.  Take some risks.

Maybe then for the next fiscal quarter, you will became an agent inside an enemy corporation.  Make your way up the corporate ladder playing the good little, helpful guild member.  Then strike with a fury of a billion isk.

After that, who knows?  The single-server universe is the limit.  Of course, my employee would get bonuses for a satisfactory job (both in-game and in the actual play feed content) and some degree of control.  I just need this MMO experience compressed from the hobby-style time-consuming Las Vegas buffet to a one-bite peanut butter-coated grape wrapped in brioche.

–Ravious
Maybe the last humanist.

Tactical Lessons

I have to hand it to the Averheim Order guild HOSS.  For nearly a week in Tier 3 of Warhammer Online, they have pretty much been locking down all the Keeps.  It does suck that most of my guild is farther on in Tier 4, but it’s not like we don’t have Destruction players to make up a Keep-sieging warband.  HOSS (and alliance) doesn’t just ninja Keeps when Destro players sleep; they make very sound tactical choices when defending Keeps.

When defending a Keep, it seems very normal for defending players to filter in through the main and postern doors in order to build up a defensive warband inside the Keep.  The first time HOSS led order crushed my Alliance-pug warband, they all met at their warcamp and came all together like a hammer against the rock that was the first Keep door.  We were completely unprepared.  They ran over our soft backline like butter with their well communicated focus fire.

The second tactic that really gained my attention was during a pitched battle.  Our warband was a tad more organized, and we pushed the defense (including people in the HOSS alliance) pretty hard.  We rushed through the second broken door, regrouped at the bottom of the stairwell, and felt pretty good about how many defenders we had killed inside the keep.  Then just as we started to rush the Keep Lord, the Order defenders rushed from behind the Keep (it seems they all fled through the postern door just as the second door fell) came around to the front of the Keep, and again they swept us from behind while our tanks were agroing the Keep Lord and crew. Just for perspective, most the time the defenders will hole up behind the Keep Lord.

Tier 3 Order has definitely upped the skill and communication required (not to mention amount of live bodies) to RvR succesfully on the Averheim server.

–Ravious

Cut Scene Stun

In preparation for the Lord of the Rings Online expansion, I have been trying to pump through the epic quests.  The other night I completed Book 5 with the help of my guild.  The last instance of Book 5 is a mission to stop a Gaunt Lord and Nazgul from resurrecting a dead, frozen dragon in the Misty Mountains.  Once we got to the actual site of the resurrection the whole party was stunned while the scene played out.  It was a really cool scene with the Gaunt Lord sacrificing fell souls and basically trying to zap the dragon back alive.  It was not so cool to see 6 people standing there for a minute wobbling like drunks when we should’ve been Nazgul-bashing. Continue reading Cut Scene Stun